
Skidmore College Creative Matter English Honors Theses English 2018 Essential Narrative Structure of Medieval Romance and Video Games Benjamin Eskin Shapson Skidmore College, [email protected] Follow this and additional works at: https://creativematter.skidmore.edu/eng_stu_schol Part of the English Language and Literature Commons Recommended Citation Eskin Shapson, Benjamin, "Essential Narrative Structure of Medieval Romance and Video Games" (2018). English Honors Theses. 14. https://creativematter.skidmore.edu/eng_stu_schol/14 This Thesis is brought to you for free and open access by the English at Creative Matter. It has been accepted for inclusion in English Honors Theses by an authorized administrator of Creative Matter. For more information, please contact [email protected]. Eskin Shapson 1 Benjamin Eskin Shapson Professor Aaron Pedinotti and Professor Karen Greenspan Essential Narrative Structure of Medieval Romance and Video Games Medieval literature, history and culture has been a subject of interest to me for much of my life. At a younger age, I looked at the surface level of works such as J.R.R Tolkien’s Lord of the Rings and similar fantasy fiction and enjoyed them without realizing that they were drawing upon a rich body of literature of a period long past. These novels were my introduction to a wide variety of writings and media that focused on medieval settings and content, and such stories became one of my primary sources of entertainment. As my interest turned to video games, I realized how many of my favorite games, such as The Legend of Zelda series, drew inspiration from the characters, setting, and narratives of medieval romance: dragons were slain, magical swords were acquired, and gallant knights rode off to save princesses. As I matured and played video games with more “nontraditional” narrative elements, I began to wonder to what extent, exactly, they drew upon medieval literature in ways other than content. I began to study the subject at Skidmore, beginning with EN 229H (Stories of English) in the Spring semester of 2016, I came to realize that these two storytelling forms, medieval romance and video games, despite separated by hundreds of years of history, cultural development, and technological progress were more similar than they initially seemed, and not just in content. The structures of the narratives now employed by video games, even outside of an experimental context, use story- building strategies of medieval romance. The persistence of such narrative construction tools and arrangements connects these two narrative forms in significant ways. Eskin Shapson 2 In this study, I have sought to understand how and why the structures of medieval romance have persisted for so long and have so profoundly influenced a narrative form as different as video games. What is the connection between content inspired by medieval romance and structure inspired by medieval romance? What parallels exist between the tellers, poets and authors who determined the pathways of these narratives according to their imagination and available resources, and the game designers who create structured games while allowing for some amount of selection on the part of the player? Is this open-natured video game structure visible in medieval romance? I will argue that there is a clear, important, and compelling structural connection between contemporary video games and medieval romance narratives, and the study of such a bond enables better observation of the permanence of medieval storytelling conventions and structures in the emerging cultural cornerstone of video games. Sections two through four discuss the tools that enable this analysis and the ways these can be employed in narrative studies, while sections five through eight apply these tools and others to connect the narrative structures of video games and medieval romance. By examining how medieval romance narratives have “migrated” into video games, I hope to understand something more about both our continuing desire for stories and the persistence of story-telling strategies over many centuries and cultural changes. Some elements have been discarded—for example, oral narration is not practiced as much today—but video games have taken up the structural and contextual staples of medieval romance to carry them into a new age of storytelling that remains surprisingly similar to its predecessors. 1: Texts and Methodology Eskin Shapson 3 It is important to first establish what definition of “medieval romance” I am employing in this study. Medieval romances were first recorded in narrative verse form in twelfth-century France and soon gained popularity across the rest of western Europe. Common elements of medieval romance include chivalry, courtly love, religious piety, adventure, magical elements and fantastical antagonists. Medieval romances tend to have specific recurring elements and episodic narratives that can spawn multiple variations and derivations from an “original” work. Since many romances were originally performed before an audience, variations were common as poets sought to differentiate their work from other versions or tailored it to fit their audience. Written versions could further deviate from pre-existing interpretations of a story. Because of this, their structures can be more visible than works in genres with less repetition in the story or variation in the narratives. I have chosen the story of Tristan and Isolde, which exists in many forms from approximately the twelfth century to the present day. I have based my study on Thomas of Britain’s 12th century fragmentary Old French poem, Tristan; Gottfried von Strassbrug’s 13th century lengthy but incomplete Middle High German courtly romance; Joseph Bédier’s 1900 retelling Le roman de Tristan et Iseult; and Richard Wagner’s 1865 opera Tristan und Isolde.1 To help answer questions related to episodic narrative, I will also discuss the early 12th century Peredur Son of Efrawg, a Welsh romance analogous to Chrétien de Troyes’ Perceval, le Conte du Graal. These romances also contribute to my final discussion in the paper, which focuses on endings. 1 For ease of reference, these versions will be referred to as Tristan and Isolde regardless of the spelling of the title and be differentiated by reference to the author. Eskin Shapson 4 To study these texts, I rely on Vladimir Propp’s 1928 work Morphology of the Folktale, As the title suggests, his work anatomizes the narrative structure of folktales, illustrating the ability of a storyteller to assemble a story from a body of conventional components or create a different version of this story by selecting alternative narrative elements that serve similar functions. In this paper, Propp’s theory of the functions and variables of character and plot provide a foundation for the theory of narrative assembly. Why is it appropriate to connect video games to medieval romance? Many video games draw décor, character types, structure and inspiration from the Middle Ages. While a game does not need content inspired by medieval romance to be related in narrative structure, all of the video games I am discussing here have content inspired by, or related to, the content of medieval romances. I originally played all of them before work on this project had begun: however, playing them as I learned about medieval romance at Skidmore helped me notice similarities in structure as well as content, and laid the groundwork for their inclusion in this project. I will focus on Nintendo’s The Legend of Zelda: Breath of the Wild2 for a variety of reasons. First, the video game takes significant inspiration from medieval romances: giants are slain, maidens are rescued, and magical elements are abundant. However, beyond content, Breath of the Wild’s open-ended structure, where the player can explore the game with very few limitations, enables each player to recreate the medieval poet’s ability to add, subtract, and alter material, inserting digressions and tailoring the story according to their audience’s tastes. 2 A trailer for Breath of the Wild, offering visual and audio perspective on how it contains medieval romance content, can be viewed at the following link: https://www.youtube.com/watch?v=zw47_q9wbBE. Eskin Shapson 5 Another useful video game, Team Cherry’s indie game Hollow Knight3, also helped me see connections between medieval romance and video games. Hollow Knight offers some of the multicursality of Breath of the Wild, but its primary contribution to the paper is related to a critical query: How can we ascertain that different versions of the same story are exactly that— variations—rather than entirely new tales? Hollow Knight is an example of a video game in which grounds for this sort of determination, by intentional design, are not present. It thereby serves as a critical counterpoint to Breath of the Wild and Tristan and Isolde, since a feature of this game is its deliberate absence of thematic unity. The Dark Souls4 series offers the same sort of multicursality as seen in Breath of the Wild and Hollow Knight. Like Hollow Knight, it is also an example of thematic absence and narrative mystification, though the series expresses its narratives more clearly than Hollow Knight. I consulted Espen Aarseth’s Cybertext: Perspectives on Ergodic Literature supplies the vocabulary I used in this study. Martin Lister’s New Media: A Critical Introduction supplements Aarseth by defining a central concept used in this connection: “hypertext.” 2: Hypertext, Nets, Nodes and Courses To build a resemblance between video games and medieval romance, I rely on a theory of narrative interconnectedness known as “hypertext.” While neither video games nor medieval romances are purely hypertextual in nature, they both contain elements of hypertext which form 3 A trailer depicting the audio and visual design of Hollow Knight can be viewed at the following link: https://www.youtube.com/watch?v=UAO2urG23S4.. 4 The introduction to the first Dark Souls game, which provides an example of its medieval romance connections, is visible at the following link: https://www.youtube.com/watch?v=4lmEqpgg3B4.
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